#include "ActionCast.h" #include #include #include #include #include #include "Network/PacketWrappers/ActorControlPacket142.h" #include "Network/PacketWrappers/ActorControlPacket143.h" #include "Network/PacketWrappers/ActorControlPacket144.h" #include "Actor/Player.h" #include "Script/ScriptManager.h" using namespace Core::Common; using namespace Core::Network; using namespace Core::Network::Packets; using namespace Core::Network::Packets::Server; extern Core::Data::ExdData g_exdData; extern Core::Logger g_log; extern Core::Scripting::ScriptManager g_scriptMgr; Core::Action::ActionCast::ActionCast() { m_handleActionType = Common::HandleActionType::Event; } Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint16_t actionId ) { m_startTime = 0; m_id = actionId; m_handleActionType = HandleActionType::Spell; m_castTime = g_exdData.getActionInfo( actionId )->cast_time; // TODO: Add security checks. m_pSource = pActor; m_pTarget = pTarget; m_bInterrupt = false; } Core::Action::ActionCast::~ActionCast() = default; void Core::Action::ActionCast::onStart() { if( !m_pSource ) return; m_pSource->getAsPlayer()->sendDebug( "onStart()" ); m_startTime = Util::getTimeMs(); ZoneChannelPacket< FFXIVIpcActorCast > castPacket( m_pSource->getId() ); castPacket.data().action_id = m_id; castPacket.data().skillType = Common::SkillType::Normal; castPacket.data().unknown_1 = m_id; // This is used for the cast bar above the target bar of the caster. castPacket.data().cast_time = static_cast< float >( m_castTime / 1000 ); castPacket.data().target_id = m_pTarget->getId(); m_pSource->sendToInRangeSet( castPacket, true ); m_pSource->getAsPlayer()->setStateFlag( PlayerStateFlag::Casting ); m_pSource->getAsPlayer()->sendStateFlags(); } void Core::Action::ActionCast::onFinish() { if( !m_pSource ) return; auto pPlayer = m_pSource->getAsPlayer(); pPlayer->sendDebug( "onFinish()" ); pPlayer->unsetStateFlag( PlayerStateFlag::Casting ); pPlayer->sendStateFlags(); /*auto control = ActorControlPacket143( m_pTarget->getId(), ActorControlType::Unk7, 0x219, m_id, m_id, m_id, m_id ); m_pSource->sendToInRangeSet( control, true );*/ g_scriptMgr.onCastFinish( *pPlayer, m_pTarget, m_id ); } void Core::Action::ActionCast::onInterrupt() { if( !m_pSource ) return; m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 ); m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Casting ); m_pSource->getAsPlayer()->sendStateFlags(); auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, 0 ); // Note: When cast interrupt from taking too much damage, set the last value to 1. This enables the cast interrupt effect. Example: // auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, 0 ); m_pSource->sendToInRangeSet( control, true ); }